Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Intoxicating Presence. It then makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Intoxicating Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. If a creature fails by 7 or more they become incapacitated instead of poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Intoxicating Presence for the next 24 hours.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Healing Brew. In response to losing half of its HP the dragon regains 40 hit points. This feature can only be used once a day.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Arita Dragons are possibly the most social of all dragons preferring to make their homes in or around existing communities. A perfect lair for an arita dragon is a large, unused building that they can bring life back to as a gift to their new community. Often using their humanoid form to purchase the "worthless" land and renovating the space under the secrecy of night to accommodate their large, true draconic form.
While just as friendly and charismatic as their brass cousins, arita dragons prefer to associate with non-dragons in their humanoid form. Only showing their true self to their closest friends. They are fiercely loyal to those they deem friends and only use force to protect their community or lair but will generally try avoid a fight with their words.
An arita dragon's hoard is filled with your typical gold and gems to be sure, but they value the keepsakes and trinkets that remind them of the stories and friendships gained in a tavern's booth or a festival's market. For this reason their lairs also house their preferred form of libation, alcoholic or otherwise, and the process for brewing more so that they may give gifts on any occasion. Nothing brings them more joy than seeing friends share a laugh over their homemade drink which they often provide to local taverns at a low rate.
In dragon form, arita dragons have metalic green scales over a golden skin. In humanoid form they often wear the green and gold theme with pride having metallic green hair, beautiful golden skin or simply matching their dress to their draconic form. They can be easily confused with green dragons or a truly ancient verdigris scales but the shine is truly different and sight to behold on warm summer days.
Lair and Lair Actions
An Arita's Dragon’s Lair
An arita dragon’s lair is typically in a ruined tavern, warehouse, or vacant manor with enough room for a clean work area. An arita dragon will never force anyone to leave their homes or businesses preferring to make use of the unused spaces within a city.
Regional Effects
The region containing an arita dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Breweries, wineries and distilleries within 5 miles of the dragon's lair libations ferment faster and stays fresh longer.
- Creatures within 2 miles of the dragon's lair must make a DC 11 Charisma save before starting a bar fight. On a failure the creature realized they almost overreacted and buys a drink for 2d6 patrons. No effect on a successful save.
- Every Arita Dragon possess within their hoard an enchanted stein. It is their most prized possession. However, if an Arita Dragon forms a significant, deep bond with another creature, there is nothing that brings them more joy and honor than to gift this stein to that creature. The creature who is gifted the stein, along with up to three allies, may drink from it to gain the benefits of the Bless spell. This benefit can only be received once per day. Every morning, the stein has a chance to refill (requires a d6 roll of 5 or 6).
If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.
Previous Versions
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6/14/2022 7:44:58 PM
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Coming Soon
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